Files
crystall-punk-14/Content.Server/_CP14/LockKey/CP14KeyholeGenerationSystem.cs
Ed 4bb614981f Keys & Locks crafting (#1207)
* keeye

* random locks for demiplanes

* blank keys, material keys

* craft blank keys

* key file

* fix skill tree UIScaling

* fix audio and sounds and prediction

* delete crowbar, merge its into pickaxe

* QoL key shaping

* lock introdusing

* QoL progress lockpicking

* examinable lock

* lock insert

* mithril lockkpick

* Update wall_dirt.yml
2025-04-24 17:10:52 +03:00

138 lines
4.5 KiB
C#

using System.Linq;
using Content.Server.Labels;
using Content.Shared._CP14.LockKey;
using Content.Shared._CP14.LockKey.Components;
using Content.Shared.GameTicking;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server._CP14.LockKey;
public sealed partial class CP14KeyholeGenerationSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly LabelSystem _label = default!;
private Dictionary<ProtoId<CP14LockTypePrototype>, List<int>> _roundKeyData = new(); //TODO: it won't survive saving and loading. This data must be stored in some component.
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundEnd);
SubscribeLocalEvent<CP14LockComponent, MapInitEvent>(OnLockInit);
SubscribeLocalEvent<CP14KeyComponent, MapInitEvent>(OnKeyInit);
}
#region Init
private void OnRoundEnd(RoundRestartCleanupEvent ev)
{
_roundKeyData = new();
}
private void OnKeyInit(Entity<CP14KeyComponent> keyEnt, ref MapInitEvent args)
{
if (keyEnt.Comp.AutoGenerateShape != null)
{
SetShape(keyEnt, keyEnt.Comp.AutoGenerateShape.Value);
}
}
private void OnLockInit(Entity<CP14LockComponent> lockEnt, ref MapInitEvent args)
{
if (lockEnt.Comp.AutoGenerateShape != null)
{
SetShape(lockEnt, lockEnt.Comp.AutoGenerateShape.Value);
}
else if (lockEnt.Comp.AutoGenerateRandomShape != null)
{
SetRandomShape(lockEnt, lockEnt.Comp.AutoGenerateRandomShape.Value);
}
}
#endregion
private List<int> GetKeyLockData(ProtoId<CP14LockTypePrototype> category)
{
if (_roundKeyData.ContainsKey(category))
return _roundKeyData[category];
var newData = GenerateNewUniqueLockData(category);
_roundKeyData[category] = newData;
return newData;
}
public void SetShape(Entity<CP14KeyComponent> keyEnt, ProtoId<CP14LockTypePrototype> type)
{
keyEnt.Comp.LockShape = GetKeyLockData(type);
DirtyField(keyEnt, keyEnt.Comp, nameof(CP14KeyComponent.LockShape));
var indexedType = _proto.Index(type);
if (indexedType.Name is not null)
_label.Label(keyEnt, Loc.GetString(indexedType.Name.Value));
}
public void SetShape(Entity<CP14LockComponent> lockEnt, ProtoId<CP14LockTypePrototype> type)
{
lockEnt.Comp.LockShape = GetKeyLockData(type);
var indexedType = _proto.Index(type);
if (indexedType.Name is not null)
_label.Label(lockEnt, Loc.GetString(indexedType.Name.Value));
DirtyField(lockEnt, lockEnt.Comp, nameof(CP14LockComponent.LockShape));
}
public void SetRandomShape(Entity<CP14LockComponent> lockEnt, int complexity)
{
lockEnt.Comp.LockShape = new List<int>();
for (var i = 0; i < complexity; i++)
{
lockEnt.Comp.LockShape.Add(_random.Next(-SharedCP14LockKeySystem.DepthComplexity, SharedCP14LockKeySystem.DepthComplexity));
}
DirtyField(lockEnt, lockEnt.Comp, nameof(CP14LockComponent.LockShape));
}
private List<int> GenerateNewUniqueLockData(ProtoId<CP14LockTypePrototype> category)
{
List<int> newKeyData = new();
var categoryData = _proto.Index(category);
var iteration = 0;
while (true)
{
//Generate try
newKeyData = new List<int>();
for (var i = 0; i < categoryData.Complexity; i++)
{
newKeyData.Add(_random.Next(-SharedCP14LockKeySystem.DepthComplexity, SharedCP14LockKeySystem.DepthComplexity));
}
// Identity Check shit code
// It is currently trying to generate a unique code. If it fails to generate a unique code 100 times, it will output the last generated non-unique code.
var unique = true;
foreach (var pair in _roundKeyData)
{
if (newKeyData.SequenceEqual(pair.Value))
{
unique = false;
break;
}
}
if (unique)
return newKeyData;
else
iteration++;
if (iteration > 100)
{
break;
}
}
Log.Error("The unique key for CPLockSystem could not be generated!");
return newKeyData; //FUCK
}
}